Gaming device and method with enhanced player interactivity

ABSTRACT

A gaming device and method in which a portion of each wager ( 1 ) is divided between at least two escrow accounts. One may serve as a conventional progressive pool ( 1   a ) (possibly networked across a number of gaming devices), while another may serve as a gaming device or player specific cache account ( 1   b ). When the player achieves a predetermined winning combination he triggers a game feature, the ‘Progressive Challenge’, in which the player may elect to exercise the option ( 29 ) to wager none ( 33 ), some ( 32 ) or all ( 31 ) of the amount in the device specific cache account ( 1   b ) in an attempt to win some or the entire amount in the conventional progressive pool account ( 1   a ). If the player fails to win, the amount the player wagered from the device specific cache may be transferred to the conventional progressive pool ( 1   a ). During game play the player may also have the opportunity to win additional Non-Monetary awards which may be used to increase the player&#39;s odds to win the ‘Progressive Challenge’. The invention provides for games to be developed that have improved levels of player interactivity and foster player ‘ownership’ that increases time on device and game profitability.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of provisional patent applicationSer. No. 60/714,434, filed Sep. 6, 2005 by the present inventor.

STATEMENT REGARDING FEDERALLY SPONSERED RESEARCH OR DEVELOPMENT

Not Applicable

SEQUENCE LISTING OR PROGRAM

Not Applicable

BACKGROUND OF THE INVENTION

1. Field Of Invention

This invention generally relates to gaming devices, specifically tocasino gaming devices and methods with enhanced player interactivity.

2. Prior Art

From the casino operator's perspective, the most effective gamingdevices are those that generate the greatest profits for the casino.Casino gaming device profits are a result of two factors, gamepopularity or play frequency (volume) and game play hold percentage(profit margin).

At its heart, gambling appeal is a matter of risk and reward. Somethingis risked—a wager, in hopes of obtaining a reward—a monetary jackpot.The reward can be described as having two factors; size, and frequency.Obviously, the greatest gambling appeal is derived from large,frequently occurring rewards. However, for a gaming device to besuccessful, it must also prove profitable for the casino operator. Overthe life of the game it must take in more money than it pays out. Thisprevents gaming devices from having large rewards that occur with greatfrequency. Gaming devices, as exemplified by prior art, have attemptedto meet the challenge of balancing reward size and reward frequency. Thelarger the reward, the less frequently it can occur while stillmaintaining player interest and casino operator profitability,conversely, a smaller award can occur with greater frequency. The sizeand frequency of awards are the two greatest factors gaming devicedevelopers have historically manipulated in an attempt to create gamesthat maintain appeal of gambling.

To achieve maximum profitability the casino operator would like tominimize player monetary reward. However, if the reward is notsufficiently appealing to the players, the game will not be played andprofits will plummet. The casino operator has to find a balance betweenproviding games that are played infrequently, but retain a largerportion of each wager placed as casino profit (greater margins), andproviding games that will be played with greater frequency but retainless of each wager as casino profit (greater volume). The core of thisproblem is that the casino operator has historically had to sacrificeprofitability to create player appeal. This is similar to a shop keepwho keeps his prices very low in an effort to attract and retaincustomers.

The very first gaming devices had little inherent entertainment valueand player appeal was generated almost exclusively by manipulation ofthe gambling appeal factors—risk and reward. As game development hasmatured, game developers have realized that by providing greaterinherent entertainment value, the actual monetary player reward can bereduced while still maintaining player appeal. If players areentertained by the graphics, sounds, and general game play, they will bewilling to play a game for a longer amount of time between monetaryrewards. Greater profit margins can be realized by providing moreentertaining games.

Many of the newest games provide the bulk of their entertainment valuethrough the use of Hollywood-style graphics and sounds. Unfortunatelymany of these games eventually begin to lose their appeal as playersbecome familiar and eventually disinterested in them. This has led to anescalation in the game replacement cycle, and greater capital equipmentcosts for the casino operators, as they have to frequently replace thegames that are waning in popularity with newer, and hopefully morepopular, games. As a result, competition among gaming devicemanufacturers, in the effort to provide the casino operators a constantstream of new appealing games, is significant.

Beside Hollywood-style graphics and sounds, the other element that hasbeen used to successfully create player entertainment value is game playor interactivity. It can be argued that games with greaterinteractivity-based entertainment value hold their appeal to players fora longer duration, hence extending the games life-cycle.

The various U.S. jurisdiction gaming authorities have a number of designand manufacturing regulations that are intended to both protect theplayers from unscrupulous manufacturers or operators, and to provide ameasurable level of game performance accountability for audit and taxpurposes. Unfortunately, these regulations have also inadvertentlyserved to hamper manufacturer attempts at game play interactivityinnovation.

A common jurisdictional requirement is that games return or pay back tothe players a certain predictable percentage of all wagers over a courseof time. This payback percentage varies by jurisdiction, but all gamingdevices must conform to a jurisdictionally established mathematicalstandard of predictability. In order to comply with jurisdictionalrequirements, the math behind every game's win/loss probability has tobe provided to, and checked by, each jurisdictional authorityresponsible for the geographic location in which the game will bedeployed. The primary intent behind these regulations is to ensure thatthe players are playing gaming devices that are not unreasonablypredatory.

Using methods provided by prior art, the greater the level of playerinteractivity, the more difficult compliance with jurisdictionalregulation becomes. This is due to the fact that every variable involvedin game play has to be mathematically proven in regards to probabilityand impact on game payback percentage. As such, the greater the level ofplayer interactivity, the greater the number of variables that must beaccounted for.

These same jurisdictional requirements have also generally prevented thedevelopment of gaming devices that incorporate any significant degree ofskill. In this case it is due to the fact that the game play skill ofany player is a mathematically unpredictable factor. If a player was toplay a game very poorly the game payback percentage may fall beneathjurisdictional requirements. In addition the potentially wide swings inpayback percentages due to player skill would make the jurisdictionalperformance audit process exceedingly difficult.

Traditional three-reel slot machines have very limited interactivity.The player chooses the amount to wager and then either pushes the spinbutton or pulls the handle to start the game. The game results aredisplayed and if there is any win it is either credited or paid out; allthis without any further input from the player. Meeting jurisdictionalregulation for this type of gaming device is mathematically relativelyeasy as they are uncomplicated and there is no player skill to factorin.

With the development of video poker a new level of interactivity wasintroduced which has proved to be very popular with players. In videopoker the player is given the opportunity to hold or discard virtualcards in a machine dealt poker hand. The advent of the video pokergaming device, while highly successful, necessitated a new mathematicalmodel for jurisdictionally required accountability and auditingregulations. While the particulars vary by jurisdiction, video pokermachines in general have a minimum payback percentage which meetsjurisdictional requirements regardless of player skill, and a maximumpayback percentage, which is the payback percentage of the game if it isplayed perfectly. This model, while effective and jurisdictionallyacceptable, has been difficult to incorporate outside of the video pokergaming device model.

The proliferation of video-based gaming has led to the creation ofvideo-reel slot games designed to incorporate greater interactivity thantheir mechanical-reel predecessors. This is generally accomplished bythe inclusion of a bonus feature. The bonus feature often takes the formof a game-within-a-game. If the player triggers a certain event whileplaying the primary game, the game transitions to allow the player toparticipate in a different game. During a bonus game the player isusually given the opportunity to make various choices or selections.Selecting one or more objects from a number of objects, each with ahidden credit value, is a common example of a bonus game. Generally abonus game has increased payout awards and is limited in duration. Atthe conclusion of the bonus game the player is returned to the primarygame. These bonus games are used to create player excitement throughgreater interactivity. Examples include U.S. Pat. No. 5,851,148 to C TBrune et. al. (Dec. 22, 1998), U.S. Pat. No. 6,126,542 to R B Fier (Oct.3, 2000), U.S. Pat. No. 6,609,971 to O Vancura (Aug. 26, 2003), and U.S.Pat. No. 6,852,028 to O Vancura (Feb. 8, 2005).

The prior art bonus games exemplified above add a level of playerinteractivity without adding a skill factor. Prior art bonus gameexamples typically allow the player to choose from a number ofpredetermined—hence predictable, ‘paths’. The various possible paths andtheir resulting impact on the games payback percentage have beenmathematically calculated and weighted according to frequency ofoccurrence. This method of mathematically determining and weightingbonus game probabilities according to frequency of occurrence islimiting by nature. As discussed previously, the more complicated thechoices and variables involved in the bonus game, the more difficult itis to accurately do the math to determine the games payback percentage.Exceedingly difficult calculations may result in extended time gettingthe game approved by the various jurisdictional authorities orundetected math errors. If a math error is discovered after the gamingdevice is deployed it can result in an expensive recall and/orjurisdictional censure.

Besides Hollywood-style visual and auditory entertainment, and providinga degree of interactive based entertainment, another method used toincrease gaming device appeal is to offer a progressive jackpot; ajackpot award that continues to grow in size until it is won. Theprogressive jackpot concept appeals to the core gambling factors,monetary risk and reward. Player interest in the jackpot grows as thejackpot reward amount becomes greater and greater, while player riskremains constant. One additional appeal of the progressive jackpot isthat players sometimes feel that they can predict the approximate timewhen the jackpot is ‘due’ to be hit.

In the progressive's simplest form a jackpot award amount continues toincrease from a predetermined seed amount until a specific winningcombination associated with the jackpot occurs. The incremental increaseis normally derived by allocating a percentage of each wager placed onthe participating gaming device(s) to a progressive pool escrow account.Once a player gets a winning event that triggers the payout of theprogressive jackpot award, the total of the progressive seed amount plusthe incremental increase is paid to the player.

Gaming regulations stipulate that the monies in the progressive poolescrow account must be returned to the players, and may not be retainedby the casino as winnings or profit. However, gaming regulations do notstipulate the exact manner in which the monies must be returned.Generally, as long as the funds in the escrow account are returned tothe public at some point, jurisdictional requirements are met. Theprogressive pool escrow account funds may be transferred to a differentgame, which commonly occurs when a progressive gaming device is removedfrom the gaming floor with funds remaining in the progressive poolaccount. In certain situations, the monies in the progressive poolescrow account may even be transferred to another casino or given awayin a regulated drawing.

In many cases a number of identically programmed progressive equippedgaming devices are connected by a computer network that allows a sharedprogressive pool to be increased by a percentage of each wager made onany of the networked gaming devices. The first player to trigger thewinning event gets the progressive jackpot award. The progressivejackpot award then resets to the seed amount and the cycle begins again.The gaming devices involved in a ‘networked progressive’ may be locatedon the same site or across a number of states. Networked progressivesthat are not located on the same site are often referred to as ‘widearea progressives’.

Some progressive jackpots are tiered, having a number of differentprogressive award amounts, each triggered by a different winning event.A recent example of a ‘tiered progressive’ is U.S. Pat. Appl. No.20,050,055,113 by M Gauselmann (Mar. 10, 2005).

Another variation in the progressive concept, the ‘mystery progressive’,has a networked progressive jackpot award which is not based on thetriggering of a game specific winning event, rather it is awarded oncespecific predetermined criteria unknown to the players has been reached.Examples of this type of progressive are U.S. Pat. No. 5,280,909 toTracey (Jan. 25, 1994), U.S. Pat. No. 6,319,125 to J Acres (Nov. 20,2001), and U.S. Pat. No. 6,910,964 to J Acres (Jun. 28, 2005). Once thispredefined criteria has been met the progressive jackpot amount isawarded to one of the participating gaming devices.

The advent of the player tracking system, in which each participatingplayer's play history is recorded on a network server, has led to thedevelopment of a new variation of the progressive jackpot—the ‘personalprogressive’ as illustrated in U.S. Pat. No. 6,776,715 to D Price (Aug.17, 2004). The personal progressive increments a progressive jackpotpool specific to the player, the details of which are held on acentralized server that is connected to all participating gamingdevices. The player may play any participating gaming devices. Theplayer's wagering is recorded on a centralized server, and the player'spersonal progressive pool is incremented with each recorded wager. Whena certain criteria or winning event occurs, as defined by the server,the player is awarded from their own personal progressive pool, theaward generally transferred electronically from the centralized serverto the player's gaming machine.

Progressive jackpot machines generally meet jurisdictionalaccountability and audit requirements by deducting the incrementalamount allocated from each wager placed directly from the games basehold percentage. In other words, if 2% of each wager placed goes to theprogressive pool, 2% is added to the game's mathematically determinedpayback percentage. As an example; a slot machine with a normal paybackpercentage of 92% (which inversely means it has an 8% hold) has a topaward of $1000. The casino operator decides to enable this slotmachine's progressive feature, retains a seed top award of $1000, andchooses to increment the progressive pool at 2%. Therefore 2% of everywager placed goes to the progressive pool. Now the casino operator willaccount for the game as a 94% payback percentage or inversely a 6% hold.This makes sense because the 2% initially deducted will be returned to aplayer; the player who receives the progressive pool jackpot award. Inthe interim the casino operator only serves as the ‘custodian’ of theplayers' money allocated to the progressive pool escrow account.

As discussed prior art examples of gaming devices face the followinglimitations and disadvantages:

(A). as the gaming market continues to expand and gaming devicescontinue to evolve, the entertainment value of the bonus features andprogressive awards as embodied by prior art has begun to wane.Hollywood-style ‘re-packaging’ of prior art examples of video gamingmachines, using the same interactive ‘skeleton’ with a different graphic‘skin’ has begun to yield diminishing returns in regard to playerappeal;

(B). prior art examples of video-reel slot gaming devices withinteractive play have been limited in scope and function due to thedifficulty and jurisdictional restrictions associated with game mathprobability;

(C). manufacturers have been generally unsuccessful in migrating thefunctionality and skill based play features enjoyed by prior artexamples of video poker machines into other video based gaming devices;

(D). the future player base of casino gaming machines will expectgreater levels of interactivity in their gaming product than currentlyavailable. Having grown up playing extremely interactive games at home,current gaming devices as exemplified by prior art will hold littleappeal;

(E). casino operators and the manufacturers that supply them need aproduct that will enable them to create increasingly interactive gamesif they expect to capture the evolving game machine market;

(F). the lack of interactive game play innovation, and the resultingreliance by manufacturers on the use of Hollywood-style audio andvisuals as the sole means of providing entertainment value has led togames with a reduced operational life-cycle and increased casinooperator capital equipment expenditures.

What is needed is a gaming method and apparatus that meetsjurisdictional requirements while adding greater player entertainmentvalue by incorporating a new form of player interactivity.

OBJECTS AND ADVANTAGES

Accordingly, several objects and advantages of the invention are:

(A). it provides for gaming devices to be developed with previouslyunrealized levels of interactive game play;

(B). it provides for gaming devices to be developed that have elementsof game play functionality that are comparable to today's home-basedconsole video games, thus enabling gaming devices to be developed thatappeal to the emerging game machine market;

(C). it provides for the creation of interactive gaming machines withincreasing play complexity while minimizing the mathematicaldifficulties and limitations faced by current art;

(D). it enables the creation of skill based video-reel slot gamingmachines that are comparable in functionality to video poker machines;

(E). it simplifies the jurisdictionally required math, thereby speedingthe approval process;

(F). by simplifying the jurisdictionally required math, the likelihoodof a math error being discovered after the game has been released may bereduced, which may result in a reduction of associated expenses;

(G). by providing frequent Non-Monetary reward to the player, volume ofplay and profitability will be increased.

Further objects and advantages will become apparent from a considerationof the ensuing description and drawings.

SUMMARY

In accordance with the invention, in the preferred embodiment, a portionof each wager is divided between two escrow accounts. One serves as aconventional progressive pool (possibly networked across a number ofgaming devices), while the other serves as a gaming device specificcache account. When the player hits a predetermined winning combinationhe triggers a game feature, the ‘Progressive Challenge’, in which theplayer is given the option to wager either some or all of the amount inthe device specific cache account in an attempt to win some or theentire amount of the conventional progressive pool account. If theplayer fails to win, the amount the player wagered from the devicespecific cache is transferred to the conventional progressive pool.

During game play the player also has the opportunity to win additionalNon-Monetary awards which are used to increase the player's odds to winthe ‘Progressive Challenge’.

DRAWINGS—FIGURES

Sheet 1 of 6

FIG. 1 shows a simplified functional block diagram of the preferredembodiment of a gaming device according to the present invention.

Sheet 2 of 6

FIG. 2 shows a flow diagram of game play of the preferred embodiment ofa gaming device according to the present invention.

Sheet 3 of 6

FIG. 3 shows a flow diagram of spin resolution of the preferredembodiment of a gaming device according to the present invention.

Sheet 4 of 6

FIG. 4 shows a flow diagram of bonus resolution of the preferredembodiment of a gaming device according to the present invention.

Sheet 5 of 6

FIG. 5 shows a flow diagram of accepted challenge resolution of thepreferred embodiment of a gaming device according to the presentinvention.

Sheet 6 of 6

FIG. 6 shows a flow diagram of refused challenge resolution of thepreferred embodiment of a gaming device according to the presentinvention.

DRAWINGS—REFERENCE NUMERALS

-   1. Player wager.-   1 a. Conventional Progressive Pool.-   1 b. Device Specific Cache Account.-   2. Player Tracking Card.-   3. Gaming Device.-   3 a. Display.-   3 b. Player Tracking Card Interface.-   3 c. Player Interface.-   3 d. Player Payment Device.-   3 e. Wager Acceptance Device.-   4. Processor.-   4 a. Random Number Generator.-   4 b. Game Pay Table.-   5. Play Game.-   6. Player Select Wager and Play Options.-   7. Player Spin.-   8. Resolve Spin Round.-   9. Did Player Win Conventional or Non-Monetary Award?.-   10. Does Player Qualify For Bonus Round?-   11. Resolve Bonus Round.-   12. Pay Player.-   13. Game Over.-   14. Poll Random Number Generator (RNG).-   15. RNG Results.-   16. Compare RNG Results with Pay Table.-   17. If Pay Table matches RNG results then.-   18. Player wins Conventional or Non-Monetary Award.-   19. If Pay Table doesn't match RNG results then.-   20. Player doesn't win Conventional or Non-Monetary Award.-   21. Spin Round Resolved.-   22. Player Selects Bonus Award.-   23. RNG Determines Bonus Results.-   24. Bonus Award #1.-   25. Bonus Award #2.-   26. Bonus Award #3.-   27. Bonus Amount Determined.-   28. Player Makes Challenge Decision.-   29. Option #1 Take Challenge.-   30. Option #2 Refuse Challenge.-   31. Option #1 With Bonus and All Device Specific Cache Account    (DSCA).-   32. Option #2 With Bonus and some DSCA.-   33. Option #3 With Bonus and No DSCA.-   34. Reveal Bonus Award.-   34 a. Bonus Award.-   35. Player Allocate Amount From DSCA.-   36. Bonus Award+Any Non-Monetary Awards.-   37. Total of DSCA.-   38. Amount Allocated from DSCA.-   39. Conventional Progressive Pool (CPP).-   40. Player Challenge Amount (PCA).-   41. Total Both Amounts.-   42. Generate Random #1-100.-   43. Total Both Amounts Divided By PCA.-   44. Random Number Results.-   45. % Chance Player Win (PCPW).-   46. Is Random # Result< or=PCPW?-   48. Player Wins Challenge.-   49. Player Loses Challenge.-   50. Pay Bonus, DSCA and CPP.-   51. Pay Bonus Allocated DSCA and CPP.-   52. Pay Bonus Progressive.-   53. Challenge Resolved.-   54. Bonus Resolved.-   55. Option #1 Accept Bonus Leave DSCA.-   56. Option #2 Accept Bonus+Cash Out DSCA.-   57. Pay Bonus Award.-   58. Pay Bonus Award and DSCA.

DETAILED DESCRIPTION—PREFERRED EMBODIMENT—FIG. 1

A preferred embodiment of the invention is shown in FIG. 1 as asimplified functional block diagram. It is to be understood that otherembodiments may be utilized and structural changes may be made withoutdeparting from the scope of the invention.

The Gaming Device 3 is generally comprised of a Display 3 a, a WagerAcceptance Device 3 e, a Player Interface 3 c, a Player Payment Device 3d, a CPU 4, a Random Number Generator (RNG) 4 a and a Pay Table 4 b.Also shown are a Player Tracking Card 2 and a Player Tracking CardInterface 3 b.

OPETRATION—PREFERRED EMBODIMENT—FIGS. 1-6

As shown in FIGS. 1 and 2, upon approaching the game the player mayelect to insert his Player Tracking Card 2 into the Player Tracking Cardinterface 3 b. Once the player has deposited the funds necessary to makea Wager 1 into the Wager Acceptance Device 3 e the Gaming Device 3becomes available for play. At the start of the game 5, the player (notshown) selects the play options and wager amount 6, using the PlayerInterface 3 c. In a video reel-slot game (not shown) the player wouldselect the number of lines to be played. In a video poker game (notshown) or multi-game (not shown) the player would select the specificgame type to be played.

Once the play options and wager amount 6 selection has been made theplayer presses a spin button 7, again using the player interface 3 c. Atthis time, a predetermined portion of each wager 1 is allocated to aConventional Progressive Pool 1 a. The current total amount in theConventional Progressive Pool 1 a may be displayed on signage (notshown) above the gaming device(s). In addition, a predetermined portionof each wager 1 is allocated to a Device Specific Cache Account 1 b. Thecurrent total amount in the Device Specific Cache Account 1 b may bereflected on the game's video display 3 a numerically or as an evolvinggraphic (not shown). As seen in FIG. 3, to resolve the spin 8, theRandom Number Generator (RNG) 4 a is polled 14, and results 15 arecompared 16 to the electronic Pay Table 4 b. If the Pay Table 4 bindicates a win according to the RNG 4 a results 17 then the player winseither a conventional or a Non-Monetary award 18. The Non-Monetary awardwill be represented graphically on the screen in a manner keeping withthe theme of the game. The purpose of the Non-Monetary award is toimprove the player's chance to win the ‘Progressive Challenge’. Theexact extent the Non-Monetary award will impact the player's odds to winthe ‘Progressive Challenge’ will not be made apparent to the player.Players will be able to collect numerous Non-Monetary awards, which willwork in conjunction with one another to produce a cumulative effect. Ifthe Pay Table 4 b does not match the RNG 4 a results 19 then the playerdoesn't win a conventional or Non-Monetary award 20, this resolves thespin round 21. Returning to FIG. 1 indicates that further comparison 16against the Pay Table 4 b will indicate whether the player qualifies fora bonus round 10.

If the player wins a conventional jackpot or Non-Monetary award 18 andqualifies for the bonus round 10 the bonus round is resolved 11 as seenin FIG. 4. The player gets to select a bonus award 22, from the RNG 4 bdetermined Bonus Amounts 23. Depending on the specific games design, hemay be able to choose from a number of amounts 24, 25, or 26 all ofwhich are indicated as symbols as the actual amounts determined by theRNG 23 are hidden from the player at this point. Once the player selectsa bonus award 22, the bonus is determined 27 and carried forward thoughthe amount remains hidden. At this point the player is presented withthe opportunity to accept 29 or refuse 30 the ‘Progressive Challenge’,once this decision is made, the player moves on to either take thechallenge 29 or refuse the challenge 30.

If the player takes the challenge 29 as seen in FIG. 5, the amount inthe hidden bonus is revealed 34. He is then presented with a number ofoptions. In Option #1 31 the player can choose to combine the bonusaward and any Non-Monetary awards acquired 36 and the entirety of theDevice Specific Cache Account (DSCA) 37 to form a Player ChallengeAmount (PCA) 40. In Option #2 32 the player combines the bonus award andany Non-Monetary awards acquired 36 with whatever amount of the DeviceSpecific Cache Account they choose to allocate 38. These amounts arecombined to determine the PCA 40. In Option #3 33 the player uses justthe bonus award and any Non-Monetary awards acquired 36 to form theplayer challenge amount 40.

Continuing detail from FIG. 5 shows that to determine if the player winsor loses the challenge, the total 41 of both the Player Challenge Amount(PCA) 40 and the accumulated Conventional Progressive Pool (CPP) 39 isdivided by the Player Challenge Amount (PCA) 40. The result is a %Chance of Player Win (PCPW) 45. A randomly generated number of between 1and 100 42 is determined. If the random # result is < or =PCPW 46 thenthe player wins the challenge 48. If the random # result is not < or=PCPW 46 then the player loses the challenge 49. If the player wins thechallenge 48 he is paid either: The bonus, the DSCA and the CPP 50 (ifthey chose Option #1). The bonus, the amount allocated from the DSCA forthe challenge, and the CPP 51 (if they took Option #2). Or, if theplayer chooses Option #3, he is paid the bonus and the CPP 52. Oncepayment is made the challenge is resolved 53 as is the bonus round 54.

If the player refuses the challenge 30, as seen in FIG. 6, he has twooptions. Option #1 is to accept the bonus (as yet unrevealed) 55, orOption #2 to accept the yet unrevealed bonus and the entirety of theMachine Progressive Cache 57. Either way once a decision has been made,the bonus is revealed 34. If the player chose Option #1 the revealedbonus award 34 is paid 57. If the player chose Option #2, the revealedbonus award 34, and the accumulated Device Specific Cache Amount 37 arepaid 58. This resolves the challenge 53 and the bonus round 54.

Once the bonus and challenge rounds are resolved 11 (if applicable) theplay returns to the conventional play area, as seen in FIG. 1. Anyconventional pays are paid 12, by either crediting the gaming device'sinternal credit meter (not shown) or hand pay by attendant (not shown)and the game is over 13. The player is then returned to the play gamesection 5. At this point the player still has credits on the machine, hemay elect to play 1 again or cash out using the player payment device 3d.

Operation—Methodology—Escrow Account

The money held in the escrow accounts is always returned to the players,however, the exact manner in which this money is returned is not subjectto the same stringent jurisdictional regulations as monies that may ormay not be returned to the player. This enables player-to-player, skillbased, or other means of return to the players. Utilizing the escrowaccount concept enables the development of game play for which it wouldotherwise be prohibitively complicated to provide jurisdictionallyrequired mathematical analysis due to dynamic variables.

For example, if the jurisdictional required payback percentage is 80%,all games must be mathematically proven to have a probability ofreturning 80% or more of the monies wagered back to the players over acourse time. Providing the mathematical proof of probability involvesdetailing every variable involved in game play, the odds of eachvariable occurring, and the detail of each variables impact on thegame's payback percentage. In a escrow account scenario a percentage ofeach wager is removed from play and held in escrow before it would besubject to the game's win/loss probability. This occurs because there isa 100% chance that the monies in the escrow account will be returned tothe players. So if the jurisdictional requirement for payback percentageis 80%, and a game is developed in which 5% of each wager is allocatedto an escrow account, this 5% guaranteed to be returned to the players,the game developer only has to provide the detailed mathematicalprobability proof for the 75% payback.

Under generally accepted jurisdictional regulations, a gaming devicecould be developed in which 100% of each wager is held in an escrowaccount and guaranteed to be retuned to the players. In this case thedeveloper would only have to prove that this was actually occurring. Theconventionally required mathematical probability proof concerning gameplay would not be required. Obviously, while valid, this scenario isunrealistic as the casino has no opportunity to profit from the gameplay.

A gaming device could be developed, however, in which 80% of each wageris held in an escrow account and guaranteed to be returned to theplayers. The remaining 20% could be subject to game variables in whichsome of the money may be retained by the casino or it may be returned tothe players. This would require conventional mathematical probabilityproof, despite being within the jurisdictionally required 80% payback.However, if the remaining 20% was not subject to game variables, rathertaken directly as profit prior to being subject to gaming variables, nomathematical probability proof would be required under generallyaccepted jurisdictional requirements. In this manner, the game would beoperating under regulations similar to live casino poker, in whichpercentage of each pot is subject to a rake, or casino fee.

By using my method of allocating a percentage of each wager to an escrowaccount, and guaranteeing the monies in the account are returned toplayers, the game developer is free to develop game play involving thismoney that is not subject to as stringent regulation as prior art gamingdevices.

Operation—Methodology—Non-Monetary Awards

Reward is a key element in soliciting a desired behavior. In regards togaming devices, the desired behavior is continued play. There are twoprimary types of rewards offered to solicit the behavior of continuedplay in a gaming device environment.

The first is monetary, as exemplified by ‘hitting jackpots’ or winningmoney. This offer is effective because it appeals to people's innatedesire to accrue objects of value.

The second is entertainment, as exemplified by stimulating audio andvisuals or game interactivity. This offer is effective because itappeals to people's innate desire for sensory stimulation.

In the preferred embodiment of the invention, during the course ofconventional play, the player will have the opportunity to winNon-Monetary awards. These Non-Monetary awards can be won in the samemanner as conventional jackpots, though as opposed to conventionaljackpot wins, they have no direct tangible value. The Non-Monetaryawards are utilized only during the ‘Progressive Challenge’, where theypositively impact the player's chance of winning the challenge.

In the preferred embodiment there are a myriad number of Non-MonetaryAwards, occurring with different frequencies and having differentpositive effects on the player's chance of winning the challenge.

The Non-Monetary Award, according to the device and method detailedherein, is effective because it appeals to people's innate desire toaccrue objects of value. Thus it is similar to the first of the twotypes of rewards described above. However, in this case there is notangible value directly associated with the reward. The Non-Monetaryaward also appeals to people's innate desire for sensory stimulation;each Non-Monetary award has a distinctive appearance.

Of further advantage, the Non-Monetary Award will generally be seen asan ‘investment’ by the player. The mere possession of Non-MonetaryAwards during normal game play has no practical value; the Non-MonetaryAward must be utilized during the ‘Progressive Challenge’ round for itsvalue to be realized. This will promote extended play. The players havea vested interest in reaching the ‘Challenge Progressive’ round. Theywill not want to abandon any unused Non-Monetary Awards.

The Non-Monetary Award can be substituted for the various conventionalmonetary awards commonly available in gaming devices, and in this mannera game can be made that has both frequent (primarily Non-Monetary), andlarge (monetary) rewards.

Conclusions, Ramifications, and Scope

The reader will see that, according to the invention, I have provided agaming device and method that will allow one to:

-   -   (A) develop games that provide a greater level of player        interactivity;    -   (B) develop games that provide improved entertainment value for        the players;    -   (C) provide players a new variety of play, to include skill        based games;    -   (D) create more interactive games that will appeal to the next        generation of gaming clientele;    -   (E) provide gaming awards that are Non-Monetary but influence        the chance for the player to win the ‘Progressive Challenge’;    -   (F) provide games with elements of game play that will foster        ‘ownership’ within the players, prolonging play, and increasing        game profitability;    -   (G). provide players a sense of ‘involvement’ within the game in        that the player can make decisions that affect the outcome of        the game.

The invention can be linked to any size network of machines, from anindividual player's machine to a nationwide network. The ‘ProgressiveChallenge’ aspect of the invention could also be implemented in a tieredform (either as a series of progressives, or a series of fixed‘challenge’ amounts that may or may not culminate in a final progressive‘challenge’).

Games designed to implement the invention could be themed in a mannerwhere the progressive amounts (both the machine's Device Specific CacheAmount (DSCA) and the Conventional Progressive Pool(CPP)) could bedisplayed as a series of larger and larger themed images rather justbeing represented numerically. For example, if a boxing theme were used;the Conventional Progressive Pool (CPP) could be graphically indicatedon large display above a bank of identically programmed machines, in theform of a large and ferocious looking animated boxer. As theConventional Progressive Pool amount grows, the boxer gets larger andmore ferocious looking.

To continue the boxing theme example, when the player reaches the bonusstage he would select his bonus prize from a number of boxers—theirbacks turned and their bodies hidden by robes. If he accepts thechallenge his bonus prize is revealed (his boxer turns around and doffshis robe), this will be the first indication to the player of hischances to win the upcoming ‘Progressive Challenge’. If his bonus prizeboxer is frail and wimpy, as a reflection of the player picking asmaller bonus amount, the player knows his odds of winning in thechallenge round will be slim. If his boxer is fierce and burly, as areflection of the player picking a larger bonus amount, the player knowshe has a decent chance to win in the challenge round.

Now that the player has accepted the ‘Progressive Challenge’ in ourboxing theme example, he has a decision to make. Is he going to use someor all of his Device Specific Cache Amount in an effort to bolster hischance to win? The amount of the player's machine's Device SpecificCache Account (DSCA) might be depicted as a large pile of boxing fitnessrelated foods (raw eggs, vitamins, etc.), that has been building in theplayer's on screen refrigerator.

The Non-Monetary awards in this boxing theme example might be depictedas ‘Louie's lucky gloves’ or ‘Sugar Joe Jenkin's Magic Mouthpiece’. Aplayer in possession of ‘Louie's Lucky Gloves’ might have the virtualequivalent of $100 added to his Player's Challenge Amount for thepurpose of calculating the player's odds of winning the ‘ProgressiveChallenge’. This $100 virtual equivalent would not be paid to the playershould he win the challenge, it exists solely for the purpose ofincreasing the player's odds to win.

When the bonus prize amount (the player's boxer) is combined with theplayer's machine's Device Specific Cache Account (DSCA)(raw eggs,vitamins), and any Non-Monetary Awards, to determine the final Player'sChallenge Amount (PCA), a series of animations occur. The boxer growslarger and larger as he eats the food that represents the Player'smachine's Device Specific Cache Account (DSCA). Once finished eating, hestraps on ‘Louie's Lucky Gloves’ which represent any Non-Monetary Awardsthe player acquired during conventional game play. These animations mayappear on both the player's screen and on the display above the games,(so passersby could enjoy the upcoming spectacle). At the end of theanimations, the player's boxer in his final form takes the ring tochallenge the Conventional Progressive Pool's boxer. A series ofanimations eventually end with the results of the challenge, if theplayer wins his boxer knocks out the champion, if he loses he is knockedout.

Gaming devices designed to take advantage of the invention would not belimited to video-reel slot machines. Conventional mechanical-reel slotmachines, video poker machines, online games, and video gaming machinesthat play similar to today's home console games could all be developedwhile keeping within the scope of the invention.

The preferred embodiment describes the Non-Monetary award beingrepresented graphically on the screen in a manner keeping with the themeof the game, and that the exact extent the Non-Monetary award willimpact the player's odds to win the ‘Progressive Challenge’ will not bemade apparent to the player. The detailed description of the preferredembodiment also states that the players will be able to collect numerousNon-Monetary awards, which will work in conjunction with one another toproduce a cumulative effect. It is to be understood that alternateembodiments may differ in that the exact extent the Non-Monetary awardswill impact the player's odds to win the ‘Progressive Challenge’ may ormay not be made apparent to the player. In a like manner theNon-Monetary awards may or may not work in conjunction with one another,and they may or may not have a cumulative effect.

While the above description contains many specificities, these shouldnot be construed as limitations on the scope of the invention, but asexemplifications of the presently preferred embodiments thereof. Manyother ramifications and variations are possible within the teachings ofthe invention. For example in accordance with another embodiment of theinvention, the entirety of each wager may be allocated between twoaccounts, one escrow account for the casino win or hold, and anotherescrow account which is used to pay player awards. By allocating apredetermined fixed percentage to a casino win escrow account, thejurisdictional and internal control audit processes can be greatlysimplified. The casino could keep this predetermined amount of eachwager, similar to the rakeback as employed in conventional casino pokerplay. The remainder of the wager could be placed into a player escrowaccount which would used to pay the various awards in the game. Thisplayer escrow account would be held by the casino in a custodialcapacity and never considered casino win, hold, or profit. Should at anytime the player win amount should surpass what is currently available inthe player escrow account, the casino would advance the player escrowaccount the monies necessary to cover the win amount. Any money advancedto the player escrow account would be returned to the casino oncesufficient funds became available in the player escrow account. Thisembodiment would provide for creating gaming devices that are skillbased while ensuring that casino profit remains accountable.

In an alternate embodiment the Device Specific Cache Account could beapplied to a Player Specific Cache Account and remain within the scopeand intent of the invention. In this embodiment the escrow account thatrepresents the Player Specific Cache Account could be maintained on aserver connected to all participating games. When the player uses hisPlayer Tracking Card on a participating game, a portion of each wager istracked and recorded on the centralized server. In this manner, when aplayer changes machines, his accumulated Player Specific Cache Accountcan travel with him. In the event the player uses some or all of thefunds in the Player Specific Cache Account during a ‘ProgressiveChallenge’ the server records are updated accordingly.

While the preferred embodiment of the invention describes the use ofboth the Device Specific Cache Account, and the use of the Non-Monetaryaward, it is to be understood that a gaming device embodying either oneor both of these aspects of the invention would fall within the intentof the teaching.

Additionally, the preferred embodiment of the invention describes theinclusion of a bonus round during game play, it is to be understood thata gaming device without a bonus round would fall within the intent ofthe teaching.

Furthermore, the preferred embodiment of the invention describes indetail the manner in which the ‘Challenge Progressive’ round isresolved, it is to be understood that using an alternate method ofresolving the ‘Challenge Progressive’ would still fall within the purveyof the invention.

Thus the scope of the invention should be determined by the appendedclaims and their legal equivalents, and not by the examples given.

1. A gaming device, comprising: at least one display device; at leastone player input interface; at least one processor in communication withsaid display device, and said player input interface, said processorbeing programmed to allow a player to make a wager, said processor beingprogrammed to allocate a predetermined percentage of the player's wagerinto a first escrow account, said processor being programmed to allocatea predetermined percentage of said player's wager into a second escrowaccount, said processor being programmed to evaluate the outcome of agame, said game having one or more challenge rounds, said processorbeing programmed to display the results of said game on said displaydevice, said processor being programmed to be capable of awarding saidplayer non-monetary gaming awards during game play, said non-monetarygaming awards being capable of effecting in a predetermined manner, theresults of said challenge round, said processor being programmed toallow said player to use said player input device to wager an amountdetermined by said player from the said first escrow account during saidchallenge round, said processor being programmed to determine theresults of said challenge round and transfer said wagered amounts fromsaid first escrow account to said second escrow account if the outcomeof said challenge round qualified as a loss, said processor beingprogrammed to determine the results of said challenge round and transfera predetermined amount from said second escrow account to said player ifthe outcome of said challenge game was a win.
 2. A gaming device asdefined in claim 1, further including a tracking card reader; said cardreader being in communication with a networked player tracking database.3. A gaming device as defined in claim 1, wherein said first escrowaccount is associated and tracked on a networked player trackingaccount.
 4. A gaming device as defined in claim 1, wherein said secondescrow account is associated with a network of identical gaming devicesas defined in claim
 1. 5. A gaming device as defined in claim 1, whereinsaid game further includes a bonus round.
 6. A gaming device as definedin claim 1, wherein said game is video poker.
 7. A gaming device asdefined in claim 1, wherein said game is video slots.
 8. A gaming deviceas defined in claim 1, wherein said game is video keno.
 9. A gamingdevice as defined in claim 1, wherein said game is video blackjack. 10.A gaming device as defined in claim 1, wherein said display device is avideo device selected from a group consisting of thin film transistorand liquid crystal display and plasma and cathode ray tube and digitallight processing and liquid crystal on silicon and organic lightemitting diode displays.
 11. A gaming device as defined in claim 1,wherein said display device is mechanical in nature.
 12. A gaming deviceas defined in claim 1, wherein said processor comprising: a centralprocessing unit, and a pay table.
 13. A gaming device as defined inclaim 1, wherein resolution of said challenge round involves playerskill.
 14. A gaming system comprising a plurality of gaming devices:each of said gaming devices, comprising; at least one processor; saidprocessor being programmed to allow a player to make a wager, saidprocessor being programmed to allocate a predetermined percentage of theplayer's wager into a first escrow account, said processor beingprogrammed to allocate a predetermined percentage of said player's wagerinto a second escrow account, said processor being programmed toevaluate the outcome of a game, said game having one or more challengerounds, said processor being programmed to be capable of awarding saidplayer non-monetary gaming awards during game play, said non-monetarygaming awards being capable of effecting in a predetermined manner, theresults of said challenge round, said processor being programmed toallow said player to wager an amount determined by said player from thesaid first escrow account during said challenge round, said processorbeing programmed to determine the results of said challenge round andtransfer said wagered amounts from said first escrow account to saidsecond escrow account if the outcome of said challenge round qualifiedas a loss, said processor being programmed to determine the results ofsaid challenge round and transfer a predetermined amount from saidsecond escrow account to said player if the outcome of said challengegame was a win, said gaming devices being interconnected to form anetwork of gaming devices.
 15. A gaming method, comprising: causing avideo image to be generated, said video image representing game play;allocating a predetermined percentage of a player's wager into a firstescrow 4 account, allocating a predetermined percentage of said player'swager into a second escrow account, evaluating the outcome of a game,said game having one or more challenge rounds, allowing said player towager an amount determined by said player from the said first escrowaccount during said challenge round, determining the results of saidchallenge round and transferring said wagered amounts from said firstescrow account to said second escrow account if the outcome of saidchallenge round qualified as a loss, determining the results of saidchallenge round and transferring a predetermined amount from said secondescrow account to said player if the outcome of said challenge game wasa win, awarding said player non-monetary gaming awards during game play,said non-monetary gaming awards being capable of effecting in apredetermined manner, the results of said challenge round.
 16. A gamingmethod as defined in claim 15, wherein said gaming method additionallycomprises acquiring player tracking data from a networked playertracking database.
 17. A gaming method as defined in claim 15, whereinsaid gaming method additionally comprises reading a player trackingcard.
 18. A gaming method as defined in claim 15, wherein said firstescrow account is tracked with a networked player tracking account. 19.A gaming method as defined in claim 15, wherein said second escrowaccount is connected to a plurality of identical networked games.
 20. Agaming method as defined in claim 15, wherein said game further includesa bonus round.
 21. A gaming method as defined in claim 15, whereinresolution of said challenge round involves player skill.